WO2019085825A1 - 基于模拟对象的生命值控制方法和客户端 - Google Patents
基于模拟对象的生命值控制方法和客户端 Download PDFInfo
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- WO2019085825A1 WO2019085825A1 PCT/CN2018/111992 CN2018111992W WO2019085825A1 WO 2019085825 A1 WO2019085825 A1 WO 2019085825A1 CN 2018111992 W CN2018111992 W CN 2018111992W WO 2019085825 A1 WO2019085825 A1 WO 2019085825A1
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/32—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using local area network [LAN] connections
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/822—Strategy games; Role-playing games
Definitions
- the present application relates to the field of computer technology, and in particular, to a life value control method and a client based on a simulated object.
- the embodiment of the present application provides a life value control method and a client based on a simulated object, which are used to implement the life value control of the second simulated object, and can ensure the state update progress of the simulated object, and does not need to be in the interactive application scenario. Add more simulation objects to reduce design complexity.
- the embodiment of the present application provides the following technical solutions:
- the embodiment of the present application provides a method for controlling a life value based on a simulated object, including: acquiring, by a first client, a first object state of the first simulated object in an interactive application scenario;
- the first client updates a life value of the second simulation object in the interactive application scenario, and the second simulation object is co-located with the first simulation object In the interactive application scenario;
- the first client sends the updated life value of the second simulation object to the server, where the server is configured to manage the interactive application scenario respectively loaded by the first client and the second client;
- the embodiment of the present application further provides a client, where the client is specifically a first client, and the first client includes:
- a state acquiring module configured to acquire a first object state of the first simulated object in the interactive application scenario
- a life value update module configured to update a life value of the second simulation object in the interactive application scenario when the first object state state update occurs, the second simulation object being shared with the first simulation object In the interactive application scenario;
- a sending module configured to send, to the server, the updated life value of the second simulated object, where the server is configured to manage the interactive application scenario that is respectively loaded by the first client and the second client;
- a display module configured to receive a life update instruction of the second simulation object that is broadcast by the server to the first client and the second client, and follow the life update instruction of the second simulation object The updated life value of the second simulated object is loaded in the interactive application scenario.
- a computer readable storage medium having stored therein instructions that, when executed on a computer, cause the computer to perform the methods described in the above aspects.
- a fourth aspect of the present application provides a terminal, where the terminal includes:
- memory is used to store program instructions
- the processor is configured to implement the simulation object-based life value control method according to the first aspect of the present application by executing program instructions in the memory.
- a computer program product comprising instructions which, when run on a computer, cause the computer to perform the simulation object based life value control method of the first aspect of the present application.
- the embodiments of the present application have the following advantages:
- the embodiment of the present application provides a life value control method based on a simulated object, in which the first client monitors the object state of the first simulated object, and when the first object state is updated, the The second simulation object updates the life value, the first client sends the updated life value of the second simulation object to the server, and then receives the life update instruction of the second simulation object broadcasted by the server, and loads the update of the second simulation object according to the life update instruction.
- this can avoid the attacker's advantage and then quickly and continuously push the application to end the application, which guarantees the user-side experience of the attacked second simulation object, and does not make the attacking party's promotion rhythm significantly lower. Affect the application experience of the offensive side.
- This method eliminates the need to add more simulation objects to the interactive application scene, thus reducing design complexity.
- FIG. 1 is a schematic diagram of a system application architecture of a simulated object based life value control method according to an embodiment of the present application
- FIG. 2 is a schematic block diagram of a method for controlling a life value based on a simulated object according to an embodiment of the present application
- FIG. 3 is a schematic diagram of displaying an interactive application scenario on an interface of a first client according to an embodiment of the present application
- FIG. 3 is a schematic diagram of increasing blood volume when a base generates a shield in a game scene according to an embodiment of the present disclosure
- FIG. 4 is a schematic diagram of an application scenario of a method for controlling a life value based on a simulated object according to an embodiment of the present application
- FIG. 5-a is a schematic structural diagram of a client structure according to an embodiment of the present application.
- FIG. 5-b is a schematic structural diagram of a life value update module according to an embodiment of the present application.
- FIG. 5-c is a schematic structural diagram of another life value update module according to an embodiment of the present application.
- FIG. 6 is a schematic structural diagram of a composition object based on a simulated object according to an embodiment of the present application.
- the embodiment of the present application provides a life value control method and a client based on a simulated object, which are used to implement the life value control of the second simulated object, and can ensure the state update progress of the simulated object, and does not need to be in the interactive application scenario. Add more simulation objects to reduce design complexity.
- the present application is based on an embodiment of a life value control method of a simulated object, and may be specifically applied to a life value control scenario of a simulated object displayed in an interactive application scenario.
- the interactive application scenario in this embodiment may be a game scenario or an interaction scenario of an application.
- the simulation object-based life value control method provided by the embodiment of the present application may be applicable to a scenario built for a game character, and may also be applied to a scenario built for a user object in a software application system.
- a simulation object is displayed, and the simulation object may be a game character in a game scene, or may be an item in a game scene, for example, the simulation object may be a second tower, or a high tower. , or base and other scene props, not limited here.
- FIG. 1 is a schematic diagram of a system application architecture of a simulated object based life value control method provided by an embodiment of the present application.
- a server and a plurality of clients may be included in the system, such as the first client 10 and the second client 11, server 20 in FIG.
- a communication connection is established between the server and the first client and the second client, and the server is configured to manage an interactive application scenario respectively loaded in each client, such as a server and a first client.
- the second client is connected through a wireless network.
- the server can manage two types of clients (ie, the first client and the second client) in the same game scenario, and the server in the embodiment of the present application can manage more.
- the client such as the server
- the interaction process between the two types of clients and the server is similar, and reference may be made to the descriptions of multiple application scenarios in the subsequent embodiments of the present application.
- the first client may monitor whether the first simulation object has a status update, and if the first simulation object has a status update, the first client updates the life value of the second simulated object in the interactive application scenario.
- the first client sends the updated life value of the second simulated object to the server through the wireless network, and the server generates a life update instruction of the second simulated object according to the updated life value of the second simulated object, and then the server passes the wireless network. Broadcasting the life update instruction of the second simulation object, the first client receiving the life update instruction of the second simulation object broadcasted by the server to the first client and the second client, and interacting according to the life update instruction of the second simulation object The updated life value of the second simulated object is loaded in the application scenario.
- the first simulation object and the second simulation object are displayed in the interactive application scenario of the first client, and the first simulation object and the second simulation object may belong to the user in the first client.
- the third simulation object may be displayed in addition to the first simulation object and the second simulation object in the interactive application scenario of the first client in the embodiment of the present application.
- the second client can also display an interactive application scenario in the embodiment of the present application.
- the server may send data to the first client and the second client through the frame synchronization command, so that the first client and the second client can display the same interactive application scenario.
- frame synchronization is a method of data synchronization between front and rear ends, which can be applied to online games with high real-time requirements.
- the process of frame synchronization can include the following contents: First, each client uploads an operation instruction set in real time. The server then saves these sets of operational instructions and broadcasts them to all clients in the next frame. Finally, after receiving the instruction set, the client executes the operations in the instruction set in frame order.
- the simulation object-based life value control method provided by the embodiment of the present application is described from the first client side.
- the simulation object-based life value control method provided by the embodiment of the present application may include The following steps:
- the first client acquires a first object state of the first simulated object in the interactive application scenario.
- the first simulated object refers to a simulated object displayed in the interactive application scenario, and the first client first monitors the object state of the first simulated object, and for the convenience of description, the first simulated object is The object state is defined as the "first object state".
- each simulation object can have multiple object states, and these object states can be updated.
- the state update of the simulation object may be spontaneously performed by the simulation object, and may be triggered by an external trigger condition to regenerate the state of the object.
- the first simulation object may be the first prop in the game scene, and the first prop may be updated by the attacker's character after the state is updated, for example, from the game scene. There is an update in the presence to be destroyed.
- the first client updates the life value of the second simulated object in the interactive application scenario, and the second simulated object and the first simulated object are in the interactive application scenario.
- the first client when the first client determines that the first simulation object needs to be monitored in real time, the first client may determine, according to the first object state, whether the first simulation object has a status update, and the first object state occurs.
- the first client updates the life value of the second simulated object in the interactive application scenario, wherein the second simulated object is co-located with the first simulated object in the interactive application scenario.
- the first simulation object may be the first item in the game scene
- the second simulation object may be the second item in the game scene, and the same may be displayed in the game scene.
- a prop and a second prop wherein the first prop and the second prop can be updated in a state, for example, the first prop can be updated by the attacker's character, and the second prop can be attacked by the attacking character.
- a status update occurs afterwards.
- the first simulated object and the second simulated object coexist in the interactive application scenario, and the object states of the two simulated objects are associated, that is, the life value of the second simulated object is subjected to the first simulation.
- the life value of the second simulated object is subjected to the first simulation.
- the life value of the second simulated object remains unchanged, and the first client updates when the object state of the first simulation object is updated.
- the life value of the second simulated object can be regarded as the life cycle of the simulated object, that is, the life value is used to determine whether the simulated object is displayed in the interactive application scene, and the life value of the second simulated object is updated, and the second simulated object is in the interactive application scenario.
- the display duration in the middle will also change.
- the life value of the second simulated object may be dynamically adjusted according to whether the first object state of the first simulated object is updated, and the first simulated object is updated when the state is updated.
- the health of the second simulated object is adjusted to enable the progress of the interactive application scene to proceed. For the offensive role, it can experience the state of the constantly updated simulation object in the interactive application scene. For example, the first simulation object is converted from the display state to the destroyed state after being attacked by the attacking party character, and the user experience can be guaranteed.
- the life value of the second simulated object may be dynamically updated following the update of the object state of the first simulated object, so that the holder of the second simulated object (ie, the defending character) can still display the updated life value.
- the second simulation object so the user experience of the defensive role can also be guaranteed, so the embodiment of the present application solves the bad experience that the party is being quickly promoted to cause the defensive role during the battle, and the rhythm is not further dragged.
- the user experience of the offensive role can be guaranteed.
- step 202 when the first object state is updated, the first client updates the life value of the second simulated object in the interactive application scenario, including:
- the first client acquires a second object state of the third simulated object in the interactive application scenario, where the third simulated object and the first simulation are respectively in the interactive application scenario.
- the object and the second simulated object belong to adjacent objects;
- the first client updates the life value of the second simulation object in the interactive application scenario.
- the first embodiment of the present application is provided.
- a schematic diagram of the interactive application scenario is displayed on the client's interface.
- the first client may be a mobile terminal, and the user interface (UI) of the mobile terminal is displayed in FIG. 3-a.
- Three simulation objects are displayed in the interactive application scenario of the mobile terminal, respectively: the simulation object 1 , simulation object 2 and simulation object 3.
- the simulation object 3 belongs to the adjacent object of the simulation object 1 and the simulation object 2 respectively, and the arrow in FIG.
- 3-a can represent the attack direction of the attacking party character, if the simulation object 3 and the simulation object 1 respectively simulate When the object 2 is adjacent, the attacking party character may first attack the simulated object 1. When the state of the simulated object 1 is updated to be destroyed, the attacking party character continues to attack the simulated object 3 and the simulated object 2.
- the first client acquires the second object state of the simulation object 3 in the interactive application scenario, the first client continues to monitor the second object state of the simulation object 3, and when the second object state occurs state update, the first client updates The life value of the second simulation object in the interactive application scenario, that is, the life value of the second simulation object may be updated following the object state of the first simulation object, and the object state of the second simulation object is updated to be dynamically updated, so that the second The holder of the simulated object can still display the second simulated object according to the updated life value.
- step 202 when the first object state occurs state update, the first client updates the life value of the second simulated object in the interactive application scenario, except that the steps A1 to the step are included.
- step 202 may further include the following steps:
- the first client adds a timer to the third simulated object and triggers the timer to start timing.
- the first client may perform the step A3 in addition to the foregoing step A1, that is, the first client also enables the timer when monitoring the second object state of the third simulated object.
- the timer is used to time the display of the third simulated object in the interactive application scenario, for example, by using a timer to determine the length of time that the third simulated object has been present in the interactive application scenario.
- the first client updates the life value of the second simulated object in the interactive application scenario when the second object state is updated.
- the first client determines whether the second object state of the third simulation object is updated in a time period of the timer.
- the first client updates the life value of the second simulated object in the interactive application scenario.
- the first client may determine whether a state update occurs in the second object state of the third simulated object before the timer is destroyed. If the second object state is updated in the timer period, the first simulated object is And the object state of the third simulation object is continuously updated. For example, if the timer period value is small, the object states of the first simulation object and the third simulation object are continuously updated in a short time.
- the first simulation object and the third simulation object are continuously destroyed in a short time, when the first client updates the life value of the second simulation object in the interactive application scenario, and the life value of the second simulation object can be The object state following the first simulation object is updated, and the object state of the second simulation object is updated and dynamically updated, so that the holder of the second simulation object can still display the second simulation object according to the updated life value.
- step 202 when the first object state is updated, the first client updates the life value of the second simulated object in the interactive application scenario, including:
- the first client increases the life value of the second simulated object in the interactive application scenario according to the life extension policy.
- the object state update of the simulation object may have multiple implementation manners.
- the simulation object has two or more object states in the interactive application scenario: state 1 and state 2, for example, state 1 may be a display state, state 2 Can be destroyed.
- the first object state update may include that the first simulated object is destroyed, that is, the first simulated object is updated from the existing state to the destroyed state from the interactive application scenario, and the first client may add the second simulated object to interact according to the life extension policy.
- the life value in the application scenario can extend the display period of the second simulation object in the interactive application scenario by extending the life value of the second simulation object.
- the first client in step 202 updates the life value of the second simulated object in the interactive application scenario, including:
- the first client adds a defense object that lasts for a preset duration to the second simulation object, and the defense object is used to protect the second simulation object.
- the life value of the second simulation object in the interactive application scenario may be implemented in multiple manners, for example, setting a defense object for the second simulation object, and the defense object may be used to protect the second simulation object.
- the interactive application scenario is specifically a game scenario.
- the first client may also set a defense object for the second simulation object.
- the defense object may be a 3000-point blood shield and protected by a defense object.
- the second simulated object is such that the life value of the second simulated object is updated.
- the defense object set by the first client may further include a preset preset duration, for example, may last for 15 seconds, that is, the defense object is added to the second simulation object for 15 seconds, and after 15 seconds, the defense object is from the interactive application. The scene disappears and no longer provides protection for the second simulated object.
- the first client updates the life value of the second simulation object in the interactive application scenario.
- the provided simulation object-based life value control method may further include the following steps:
- the first client in step 202 monitors the trigger condition of the first simulation object, that is, the first simulation object, when monitoring the first object state of the first simulation object.
- the status update is triggered by the first trigger condition.
- the trigger condition may be that the attack target condition is triggered by the attacker role of the first simulation object, or the trigger condition may be that the battle sequence to which the first simulation object belongs is triggered by the attacker role trigger state update.
- the other trigger condition (ie, the second trigger condition) of the first trigger condition triggers the status update, that is, the “when the first object state occurs state update” is satisfied in step 202, in order to avoid the life value of the second simulated object.
- the update is repeated, and the first client prohibits updating the life value of the second simulated object in the interactive application scenario again.
- the embodiment of the present application solves the bad experience that one party is rapidly advanced during the battle, which leads to the defensive role, and does not make the rhythm become more protracted, and can also guarantee the user experience of the attacking character.
- the first client sends the updated life value of the second simulated object to the server, where the server is configured to manage the interactive application scenario loaded by the first client and the second client respectively.
- the first client updates the life value of the second simulated object in the interactive application scenario, and the first client sends the second simulation to the server through the wireless network.
- the updated life value of the object the server can receive the updated life value of the second simulation object, because the server is used to manage the interactive application scenario loaded by the first client and the second client respectively, the server can be based on The updated life value of the second simulation object generates a life update instruction of the second simulation object.
- the first client receives a life update instruction of the second simulated object that is broadcast by the server to the first client and the second client, and loads the second simulated object in the interactive application scenario according to the life update instruction of the second simulated object.
- the updated health value is a life update instruction of the second simulated object that is broadcast by the server to the first client and the second client, and loads the second simulated object in the interactive application scenario according to the life update instruction of the second simulated object.
- the first client and the second client may receive the life update of the second simulated object.
- the first client and the second client can load the updated life value of the second simulated object in the interactive application scenario according to the life update instruction of the second simulated object, thereby being in the first client and the second
- the second simulation object after the life value update is displayed on the client, so that the second simulation object can be updated in real time according to the object state of the first simulation object.
- the step 204 is to receive, by the first client, a life update instruction of the second simulated object that is broadcast by the server to the first client and the second client, including:
- the first client receives a frame synchronization command broadcast by the server to the first client and the second client.
- the first client parses the frame synchronization command to obtain a life update instruction.
- the server may send data to the first client and the second client through the frame synchronization command, so that the first client and the second client can display the same interactive application scenario.
- Frame synchronization is a method of data synchronization between front and rear ends. It can be applied to online games with high real-time requirements.
- the process of frame synchronization can include the following contents: First, each client uploads an operation instruction set in real time. The server then saves these sets of operational instructions and broadcasts them to all clients in the next frame. Finally, the client receives the instruction set to obtain the life update instruction of the server broadcast, and then each client performs the operations in the instruction set in the frame order.
- the interactive application scenario is specifically a game scenario as an example.
- consistent initialization structures such as scenes, objects, logic modules, etc. can be performed according to the consistent initialization parameter GameStartDocument.
- GameStartDocument This game will have a consistent start.
- game data types including int, bool, float, string, the operation of various game data needs to check consistency.
- the interactive scenario is specifically a game scenario.
- the first simulation object is specifically a first game character
- the second simulation object is specifically a second game character.
- the client is specifically the first game character.
- Step 201 The first client acquires a first object state of the first simulation object in the interactive application scenario, including:
- the first game client acquires a first character state of the first game character in the game scene.
- Step 202 The first client updates the life value of the second simulated object in the interactive application scenario, including:
- the first game client updates the life value of the second game character in the game scene.
- Step 204 Load the updated life value of the second simulated object in the interactive application scenario according to the life update instruction of the second simulated object, including:
- the first game client loads the updated life value of the second game character in the game scene according to the life update instruction of the second game character.
- the first game client first acquires the first character state of the first game character in the game scene.
- the first game client updates a life value of the second game character in the game scene when the first character state status update occurs, and the second game character and the first game character are co-located In the game scene.
- the first game client sends the updated life value of the second game character to the server, and the server is configured to manage the game scene loaded by the first game client and the second game client respectively .
- the first game client receives a life update instruction of the second game character broadcast by the server to the first game client and the second game client, and according to the life of the second game character
- the update instruction loads the updated life value of the second game character in the game scene.
- the first game client monitors the role status of the first game character, and when the first role state is updated, the life value may be updated for the second game character, so whether the role status of the second game character is updated or not
- the first object has a state update closely related, so that the life value control of the second game character can be realized, the state of the first game character can be updated, thereby ensuring the state update progress of the game character, and the life value of the second game character is also Since the status update of the first role state is updated, the user-side experience to which the second game character belongs can be ensured, and no more game characters need to be added to the game scene, thereby reducing design complexity.
- the first game client monitors the first character state of the first game character in the game scene, and when the attacking party attacks the first game character, causing the first game character to have a status update, the first game client adapts The life value of the second game character in the game scene is sexually updated to improve the performance of the second game character, and the defensive player character is prevented from being continuously attacked to cause the game to end, thereby improving the defensive side's game experience.
- the props are not added to the defensive side, the offensive player can maintain the current pace of advancement, thus protecting the offensive game experience.
- the player can operate the player character on the operation layer of the user interface to attack the opponent.
- the operation layer is the game scene layer where the character used by the player is located.
- the game scene The scene object in which the character cannot directly walk through is the barrier layer, and the barrier layer may include a wall, an organ, etc., which constitute the simulation objects in the foregoing embodiments, and the simulation objects may be displayed during the battle of the attacking character.
- the state is converted to a destroyed state.
- the problem caused by the continuous pushing of the tower may be slowed down, and Avoid slowing down the rhythm.
- the embodiment of the present application can be equipped with a series of triggers on the props and the like, and can judge the destruction state of different organs in different time periods.
- FIG. 3-b a schematic diagram of increasing blood volume when a base generates a shield in a game scene provided by an embodiment of the present application.
- the second game character in the foregoing embodiment may specifically be the base in the game scene shown in FIG. 3-b, in which the shield may be generated for the base, and the blood strip in FIG. 3-b is increased.
- the embodiment of the present application achieves the expected effect well, and solves the bad experience that one party is quickly pushed to more organs during the battle, and does not make the rhythm more protracted.
- the problem It should be noted that the base and the increased blood volume in the game scene shown in FIG. 3-b are only used to describe the updateability of the base life value, and only the shape of the base is illustrated, and the base includes lines and Connection relationships are not limited.
- a schematic diagram of an application scenario of a simulated object-based life value control method includes the following processes:
- the 2 towers on the line, the high tower and the base are the three towers of ABC respectively.
- C is the base
- AB complementary conflict ABC tower lines
- the system detects whether the A tower is destroyed.
- step S03. If not, continue the detection process in step S02.
- the client implementation monitors whether the A tower on each line is destroyed. When the A tower is destroyed, a timer is added to the tower B on the line.
- the timer detects whether the B tower has been destroyed during the X time.
- the client detects whether the B tower has been destroyed in the X time, and the value of X can be configured according to the game scene.
- the crystal when the 2 towers and the high tower are pushed down continuously within 30 seconds, the crystal will add a shield of 4500 blood for 15 seconds.
- the shield protection relationship of any ABC three towers that is, after the A tower and the B tower are continuously destroyed in a certain time X, the C tower is added with a shield of continuous M seconds N blood volume.
- the client detects whether 2 towers A on other lines of the party have been destroyed, and whether the shield condition is also triggered. If triggered, the shield is prohibited from being added to C again.
- the client sends a frame synchronization command to the server, and the server broadcasts to all clients in the game.
- the server is transferred to each client.
- each client After each client receives the frame synchronization command, it performs a consistency rule check. After the check is passed, the C plus shield command is synchronized on all clients.
- the embodiment of the present application solves the probability that the three towers are continuously smashed in a game in a game scene. It should be noted that, for the foregoing method embodiments, for the sake of simple description, they are all expressed as a series of action combinations, but those skilled in the art should understand that the present application is not limited by the described action sequence. Because certain steps may be performed in other sequences or concurrently in accordance with the present application. In the following, those skilled in the art should also understand that the embodiments described in the specification are all preferred embodiments, and the actions and modules involved are not necessarily required by the present application.
- a client provided by the embodiment of the present application is specifically a first client 500, and may include: a state obtaining module 501, a life value updating module 502, a sending module 503, and a display. Module 504, wherein
- a state obtaining module 501 configured to acquire a first object state of the first simulated object in the interactive application scenario
- the life value update module 502 is configured to update a life value of the second simulation object in the interactive application scenario when the first object state status update occurs, the second simulation object and the first simulation object Co-located in the interactive application scenario;
- the sending module 503 is configured to send the updated life value of the second simulated object to the server, where the server is configured to manage the interactive application scenario that is respectively loaded by the first client and the second client;
- the display module 504 is configured to receive a life update instruction of the second simulation object that is broadcast by the server to the first client and the second client, and follow the life update instruction of the second simulation object.
- the updated life value of the second simulated object is loaded in the interactive application scenario.
- the vital value update module 502 includes:
- a state acquisition sub-module 5021 configured to acquire a second object state of the third simulated object in the interactive application scenario when the first object state status update occurs, where the interactive application scenario is
- the third simulation object belongs to the first simulation object and the second simulation object respectively, and belongs to the adjacent object;
- the health value update sub-module 5022 is configured to update a life value of the second simulated object in the interactive application scenario when the second object state status update occurs.
- the health value update module 502 further includes:
- a timing sub-module 5023 configured to add a timer to the third simulated object and trigger a timer to start timing when the first object state status update occurs;
- the health value update sub-module 5022 is specifically configured to determine whether a second object state of the third simulation object is updated in a time period of the timer; when the second object state is in the timer The life value of the second simulated object in the interactive application scenario is updated when a state update occurs during the timing period.
- the life value update module 502 is specifically configured to add a defense object of a preset preset duration to the second simulation object, where the defense object is used to protect the second simulation object.
- the life value update module 502 is further configured to continue during the lifetime of the second simulated object, if the first simulated object is triggered by the first trigger condition. When the first simulation object is triggered by the second trigger condition triggering state, it is prohibited to update the life value of the second simulation object in the interactive application scenario again.
- the display module 504 is specifically configured to receive a frame synchronization command that is sent by the server to the first client and the second client, and parse the frame synchronization command to obtain a The life update instruction.
- the vital value update module 502 is specifically configured to: when the first object state is updated to be destroyed, add the second simulated object to the interactive application according to a life extension policy. The health in the scene.
- the first simulated object is specifically a first game character
- the second simulated object is specifically a second game character
- the state obtaining module 501 is specifically configured to acquire a first role state of the first game character in the game scenario;
- the health value update module 502 is specifically configured to update a life value of the second game character in the game scene
- the display module 504 is specifically configured to load the updated life value of the second game character in the game scene according to the life update instruction of the second game character.
- the first client acquires the first object state of the first simulated object in the interactive application scenario, and when the first object state occurs, the first client updates the second. Simulating the life value of the object in the interactive application scenario, the second simulation object and the first simulation object are in the interactive application scenario, and the first client sends the updated life value of the second simulation object to the server, and the server uses The first client receives the life update instruction of the second simulated object broadcasted by the server to the first client and the second client, and manages the second application object to be loaded by the first client and the second client. The life update instruction of the simulated object loads the updated life value of the second simulated object in the interactive application scenario.
- the first client monitors the object state of the first simulated object, and when the state of the first object state is updated, the life value may be updated for the second simulated object, so whether the object state of the second simulated object is updated or not
- An object has a state update closely related, which can realize the life value control of the second simulated object, and the state of the first simulated object can be updated, thereby ensuring the state update progress of the simulated object, and the life value of the second simulated object is also due to the The state of an object state is updated and updated, so that the user-side experience to which the second simulation object belongs can be ensured, and no more simulation objects need to be added in the interactive application scenario, thereby reducing design complexity.
- the embodiment of the present application further provides another terminal. As shown in FIG. 6 , for the convenience of description, only the parts related to the embodiment of the present application are shown. If the specific technical details are not disclosed, refer to the method part of the embodiment of the present application. .
- the terminal may be any terminal device including a mobile phone, a tablet computer, a PDA (Personal Digital Assistant), a POS (Point of Sales), an in-vehicle computer, and the terminal is a mobile phone as an example:
- FIG. 6 is a block diagram showing a partial structure of a mobile phone related to a terminal provided by an embodiment of the present application.
- the mobile phone includes: a radio frequency (RF) circuit 1010, a memory 1020, an input unit 1030, a display unit 1040, a sensor 1050, an audio circuit 1060, a wireless fidelity (WiFi) module 1070, and a processor 1080. And power supply 1090 and other components.
- RF radio frequency
- the RF circuit 1010 can be used for receiving and transmitting signals during the transmission or reception of information or during a call. In particular, after receiving the downlink information of the base station, it is processed by the processor 1080. In addition, the uplink data is designed to be sent to the base station. Generally, RF circuit 1010 includes, but is not limited to, an antenna, at least one amplifier, a transceiver, a coupler, a Low Noise Amplifier (LNA), a duplexer, and the like. In addition, RF circuit 1010 can also communicate with the network and other devices via wireless communication. The above wireless communication may use any communication standard or protocol, including but not limited to Global System of Mobile communication (GSM), General Packet Radio Service (GPRS), Code Division Multiple Access (Code Division). Multiple Access (CDMA), Wideband Code Division Multiple Access (WCDMA), Long Term Evolution (LTE), E-mail, Short Messaging Service (SMS), and the like.
- GSM Global System of Mobile communication
- GPRS General Packet Radio Service
- the memory 1020 can be used to store software programs and modules, and the processor 1080 executes various functional applications and data processing of the mobile phone by running software programs and modules stored in the memory 1020.
- the memory 1020 may mainly include a storage program area and a storage data area, wherein the storage program area may store an operating system, an application required for at least one function (such as a sound playing function, an image playing function, etc.), and the like; the storage data area may be stored according to Data created by the use of the mobile phone (such as audio data, phone book, etc.).
- memory 1020 can include high speed random access memory, and can also include non-volatile memory, such as at least one magnetic disk storage device, flash memory device, or other volatile solid state storage device.
- the input unit 1030 can be configured to receive input numeric or character information and to generate key signal inputs related to user settings and function controls of the handset.
- the input unit 1030 may include a touch panel 1031 and other input devices 1032.
- the touch panel 1031 also referred to as a touch screen, can collect touch operations on or near the user (such as the user using a finger, a stylus, or the like on the touch panel 1031 or near the touch panel 1031. Operation), and drive the corresponding connecting device according to a preset program.
- the touch panel 1031 may include two parts: a touch detection device and a touch controller.
- the touch detection device detects the touch orientation of the user, and detects a signal brought by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device, converts the touch information into contact coordinates, and sends the touch information.
- the processor 1080 is provided and can receive commands from the processor 1080 and execute them.
- the touch panel 1031 can be implemented in various types such as resistive, capacitive, infrared, and surface acoustic waves.
- the input unit 1030 may also include other input devices 1032.
- other input devices 1032 may include, but are not limited to, one or more of a physical keyboard, function keys (such as volume control buttons, switch buttons, etc.), trackballs, mice, joysticks, and the like.
- the display unit 1040 can be used to display information input by the user or information provided to the user as well as various menus of the mobile phone.
- the display unit 1040 may include a display panel 1041.
- the display panel 1041 may be configured in the form of a liquid crystal display (LCD), an organic light-emitting diode (OLED), or the like.
- the touch panel 1031 may cover the display panel 1041, and when the touch panel 1031 detects a touch operation thereon or nearby, the touch panel 1031 transmits to the processor 1080 to determine the type of the touch event, and then the processor 1080 according to the touch event. The type provides a corresponding visual output on display panel 1041.
- touch panel 1031 and the display panel 1041 are used as two independent components to implement the input and input functions of the mobile phone in FIG. 6, in some embodiments, the touch panel 1031 and the display panel 1041 may be integrated. Realize the input and output functions of the phone.
- the handset can also include at least one type of sensor 1050, such as a light sensor, motion sensor, and other sensors.
- the light sensor may include an ambient light sensor and a proximity sensor, wherein the ambient light sensor may adjust the brightness of the display panel 1041 according to the brightness of the ambient light, and the proximity sensor may close the display panel 1041 and/or when the mobile phone moves to the ear. Or backlight.
- the accelerometer sensor can detect the magnitude of acceleration in all directions (usually three axes). When it is stationary, it can detect the magnitude and direction of gravity.
- the mobile phone can be used to identify the gesture of the mobile phone (such as horizontal and vertical screen switching, related Game, magnetometer attitude calibration), vibration recognition related functions (such as pedometer, tapping), etc.; as for the mobile phone can also be configured with gyroscopes, barometers, hygrometers, thermometers, infrared sensors and other sensors, no longer Narration.
- the gesture of the mobile phone such as horizontal and vertical screen switching, related Game, magnetometer attitude calibration
- vibration recognition related functions such as pedometer, tapping
- the mobile phone can also be configured with gyroscopes, barometers, hygrometers, thermometers, infrared sensors and other sensors, no longer Narration.
- An audio circuit 1060, a speaker 1061, and a microphone 1062 can provide an audio interface between the user and the handset.
- the audio circuit 1060 can transmit the converted electrical data of the received audio data to the speaker 1061, and convert it into a sound signal output by the speaker 1061; on the other hand, the microphone 1062 converts the collected sound signal into an electrical signal, by the audio circuit 1060. After receiving, it is converted into audio data, and then processed by the audio data output processor 1080, sent to the other mobile phone via the RF circuit 1010, or outputted to the memory 1020 for further processing.
- WiFi is a short-range wireless transmission technology.
- the mobile phone through the WiFi module 1070 can help users to send and receive e-mail, browse the web and access streaming media, etc. It provides users with wireless broadband Internet access.
- FIG. 6 shows the WiFi module 1070, it can be understood that it does not belong to the essential configuration of the mobile phone, and may be omitted as needed within the scope of not changing the essence of the invention.
- the processor 1080 is the control center of the handset, which connects various portions of the entire handset using various interfaces and lines, by executing or executing software programs and/or modules stored in the memory 1020, and invoking data stored in the memory 1020, The phone's various functions and processing data, so that the overall monitoring of the phone.
- the processor 1080 may include one or more processing units; preferably, the processor 1080 may integrate an application processor and a modem processor, where the application processor mainly processes an operating system, a user interface, an application, and the like.
- the modem processor primarily handles wireless communications. It will be appreciated that the above described modem processor may also not be integrated into the processor 1080.
- the mobile phone also includes a power source 1090 (such as a battery) that supplies power to various components.
- a power source 1090 such as a battery
- the power source can be logically coupled to the processor 1080 through a power management system to manage functions such as charging, discharging, and power management through the power management system.
- the mobile phone may further include a camera, a Bluetooth module, and the like, and details are not described herein again.
- the processor 1080 included in the terminal further has a function of controlling execution of the flow of the simulation object-based life value control method executed by the terminal.
- the present application also provides a computer readable storage medium that, when run on a computer, causes the computer to perform the above-described simulated object based life value control method.
- the present application also provides a computer program product comprising instructions that, when run on a computer, cause the computer to perform the above-described simulated object based life value control method.
- the device embodiments described above are merely illustrative, wherein the units described as separate components may or may not be physically separated, and the components displayed as units may or may not be Physical units can be located in one place or distributed to multiple network elements. Some or all of the modules may be selected according to actual needs to achieve the purpose of the solution of the embodiment.
- the connection relationship between the modules indicates that there is a communication connection between them, and specifically may be implemented as one or more communication buses or signal lines.
- U disk mobile hard disk, read-only memory (ROM, Read-Only Memory), random access memory (RAM, Random Access Memory), disk or optical disk, etc., including a number of instructions to make a computer device (may be A personal computer, server, or network device, etc.) performs the methods described in various embodiments of the present application.
- a computer device may be A personal computer, server, or network device, etc.
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Abstract
一种基于模拟对象的生命值控制方法以及客户端,该方法包括:第一客户端获取第一模拟对象在交互式应用场景中的第一对象状态;当第一对象状态发生状态更新时,第一客户端更新第二模拟对象在交互式应用场景中的生命值,第二模拟对象与第一模拟对象共同处于交互式应用场景中;第一客户端将第二模拟对象的更新后的生命值发送给服务器;第一客户端接收服务器广播的第二模拟对象的生命更新指令,并按照生命更新指令在交互式应用场景中加载第二模拟对象的更新后的生命值。
Description
本申请要求于2017年10月30日提交中国专利局、申请号为201711038435.5、申请名称为“一种基于模拟对象的生命值控制方法和客户端”的中国专利申请的优先权,其全部内容通过引用结合在本申请中。
本申请涉及计算机技术领域,尤其涉及一种基于模拟对象的生命值控制方法和客户端。
在多人在线战术竞技(英文全称:Multiplayer Online Battle Arena,英文简称:MOBA)游戏中,因为游戏的快节奏进展,有时候会出现一方用户所操作的角色在取得一定优势后,快速连续推进游戏进展的情况,直接致使本场游戏尽快结束,而这使得游戏中的另一方用户的不良体验大大提升。
为了解决前述的被攻击一方的不良体验问题,现有技术对于游戏场景的管理方案中,通常采用如下的实现方案:需要在游戏设计时为游戏防守方增设更多的机关等道具,从而使得游戏进攻方的进攻节奏降下来,使得进攻方推进困难,节奏变慢。这种解决方案虽然保证了被进攻方的游戏体验,却使得进攻方的推进节奏明显降低,又导致进攻方的游戏体验下降,另外增设更多的道具也会增加游戏的设计复杂度。
发明内容
本申请实施例提供了一种基于模拟对象的生命值控制方法和客户端,用于实现对第二模拟对象的生命值控制,可以保证模拟对象的状态更新进度,不需要在交互式应用场景中增加更多的模拟对象,从而降低设计复杂度。
为解决上述技术问题,本申请实施例提供以下技术方案:
第一方面,本申请实施例提供一种基于模拟对象的生命值控制方法,包括:第一客户端获取第一模拟对象在交互式应用场景中的第一对象状态;
当所述第一对象状态发生状态更新时,所述第一客户端更新第二模拟对象 在所述交互式应用场景中的生命值,所述第二模拟对象与所述第一模拟对象共同处于所述交互式应用场景中;
所述第一客户端将所述第二模拟对象的更新后的生命值发送给服务器,所述服务器用于管理所述第一客户端和第二客户端分别加载的所述交互式应用场景;
所述第一客户端接收所述服务器向所述第一客户端和所述第二客户端广播的所述第二模拟对象的生命更新指令,并按照所述第二模拟对象的生命更新指令在所述交互式应用场景中加载所述第二模拟对象的更新后的生命值。
第二方面,本申请实施例还提供一种客户端,该客户端具体为第一客户端,第一客户端包括:
状态获取模块,用于获取第一模拟对象在交互式应用场景中的第一对象状态;
生命值更新模块,用于当所述第一对象状态发生状态更新时,更新第二模拟对象在所述交互式应用场景中的生命值,所述第二模拟对象与所述第一模拟对象共同处于所述交互式应用场景中;
发送模块,用于将所述第二模拟对象的更新后的生命值发送给服务器,所述服务器用于管理所述第一客户端和第二客户端分别加载的所述交互式应用场景;
显示模块,用于接收所述服务器向所述第一客户端和所述第二客户端广播的所述第二模拟对象的生命更新指令,并按照所述第二模拟对象的生命更新指令在所述交互式应用场景中加载所述第二模拟对象的更新后的生命值。
本申请的第三方面,提供了一种计算机可读存储介质,所述计算机可读存储介质中存储有指令,当其在计算机上运行时,使得计算机执行上述各方面所述的方法。
本申请的第四方面,提供了一种终端,所述终端包括:
存储器和处理器;
其中,所述存储器用于存储程序指令;
所述处理器用于通过执行所述存储器中的程序指令,实现本申请第一方面所述的基于模拟对象的生命值控制方法。
本申请的第五方面,提供了一种包括指令的计算机程序产品,当其在计算机上运行时,使得所述计算机执行本申请第一方面所述的基于模拟对象的生命 值控制方法。
从以上技术方案可以看出,本申请实施例具有以下优点:
在本申请实施例提供了一种基于模拟对象的生命值控制方法,在该方法中,第一客户端会监控第一模拟对象的对象状态,当第一对象状态发生状态更新时,可以为第二模拟对象更新生命值,第一客户端将第二模拟对象更新后的生命值发送给服务器,然后接收服务器广播的第二模拟对象的生命更新指令,按照生命更新指令加载第二模拟对象的更新后的生命值,如此可以避免进攻一方取得优势后快速连续推进应用导致应用结束,保障了被攻击的第二模拟对象所属的用户侧的体验,而且也不会使得进攻一方的推进节奏显著降低,影响进攻一方的应用体验。该方法无需在交互式应用场景中增加更多的模拟对象,因而降低了设计复杂度。
为了更清楚地说明本申请实施例或现有技术中的技术方案,下面将对实施例或现有技术描述中所需要使用的附图作简单地介绍,显而易见地,下面描述中的附图仅仅是本申请的实施例,对于本领域普通技术人员来讲,在不付出创造性劳动的前提下,还可以根据提供的附图获得其他的附图。
图1为本申请实施例提供的基于模拟对象的生命值控制方法的一种***应用架构的示意图;
图2为本申请实施例提供的一种基于模拟对象的生命值控制方法的流程方框示意图;
图3-a为本申请实施例提供的在第一客户端的界面上显示交互式应用场景的示意图;
图3-b为本申请实施例提供的游戏场景中基地产生护盾时增加血量的示意图;
图4为本申请实施例提供的基于模拟对象的生命值控制方法的一种应用场景示意图;
图5-a为本申请实施例提供的一种客户端的组成结构示意图;
图5-b为本申请实施例提供的一种生命值更新模块的组成结构示意图;
图5-c为本申请实施例提供的另一种生命值更新模块的组成结构示意图;
图6为本申请实施例提供的基于模拟对象的生命值控制方法应用于终端的组成结构示意图。
本申请实施例提供了一种基于模拟对象的生命值控制方法和客户端,用于实现对第二模拟对象的生命值控制,可以保证模拟对象的状态更新进度,不需要在交互式应用场景中增加更多的模拟对象,从而降低设计复杂度。
为使得本申请的发明目的、特征、优点能够更加的明显和易懂,下面将结合本申请实施例中的附图,对本申请实施例中的技术方案进行清楚、完整地描述,显然,下面所描述的实施例仅仅是本申请一部分实施例,而非全部实施例。基于本申请中的实施例,本领域的技术人员所获得的所有其他实施例,都属于本申请保护的范围。
本申请的说明书和权利要求书及上述附图中的术语“包括”和“具有”以及他们的任何变形,意图在于覆盖不排他的包含,以便包含一系列单元的过程、方法、***、产品或设备不必限于那些单元,而是可包括没有清楚地列出的或对于这些过程、方法、产品或设备固有的其它单元。
以下分别进行详细说明。
本申请基于模拟对象的生命值控制方法的一个实施例,具体可以应用于在交互式应用场景中显示的模拟对象的生命值控制场景中。本申请实施例中交互式应用场景具体可以是游戏场景,也可以是应用程序的交互场景。举例说明,本申请实施例提供的基于模拟对象的生命值控制方法可以适用于为游戏角色搭建的场景,也可以适用于在软件应用***中为用户对象搭建的场景。本申请实施例中所述的交互式应用场景中显示有模拟对象,该模拟对象可以是游戏场景中的游戏角色,也可以是游戏场景中的道具,例如模拟对象可以是二塔,或者高地塔,或者基地等场景道具,此处不做限定。
请参阅图1所示,为本申请实施例提供的基于模拟对象的生命值控制方法的一种***应用架构的示意图。在该***中可以包括服务器和多个客户端,例如图1中的第一客户端10和第二客户端11、服务器20。在本申请实施例中, 服务器和第一客户端、第二客户端之间分别建立有通信连接,该服务器用于管理各个客户端中分别加载的交互式应用场景,例如服务器和第一客户端、第二客户端之间通过无线网络相连接。例如,本申请实施例中服务器可以管理处于相同游戏场景下的两类客户端(即第一客户端和第二客户端),不限的是,本申请实施例中服务器还可以管理更多的客户端,例如服务器和处于相同游戏场景下的第一客户端、第二客户端、第三客户端保持有通信连接,这些客户端和服务器之间的交互式应用场景的显示方式与本申请实施例中两类客户端与服务器的交互过程相类似,可以参照本申请后续实施例中的多个应用场景的说明。
如图1所示,第一客户端可以监控第一模拟对象是否发生状态更新,若第一模拟对象发生状态更新时,第一客户端更新第二模拟对象在交互式应用场景中的生命值,第一客户端将第二模拟对象的更新后的生命值通过无线网络发送给服务器,服务器根据该第二模拟对象的更新后的生命值生成第二模拟对象的生命更新指令,然后服务器通过无线网络广播该第二模拟对象的生命更新指令,第一客户端接收服务器向第一客户端和第二客户端广播的第二模拟对象的生命更新指令,并按照第二模拟对象的生命更新指令在交互式应用场景中加载第二模拟对象的更新后的生命值。因此第二模拟对象的对象状态是否更新与第一模拟对象发生了状态更新密切相关,基于第一模拟对象的对象状态可以实现对第二模拟对象的生命值的控制,如此可以避免进攻方快速连续推进,如此可以保证第二模拟对象所属的用户侧的体验,并且,也不会使得进攻方的推进节奏显著降低,影响进攻方用户侧体验。由于不需要在交互式应用场景中增加更多的模拟对象,因而可以降低设计复杂度。
本申请实施例中以第一客户端的交互式应用场景中显示有第一模拟对象和第二模拟对象为例进行说明,该第一模拟对象和第二模拟对象可以属于第一客户端中的用户角色所拥有,不限定的是,本申请实施例第一客户端的交互式应用场景中除了显示第一模拟对象和第二模拟对象之外,还可以显示有第三模拟对象。不限定的是,本申请实施例中第二客户端同样可以显示有交互式应用场景。举例说明,服务器可以通过帧同步命令向第一客户端和第二客户端发送数据,使得第一客户端和第二客户端能够显示相同的交互式应用场景。其中, 帧同步是一种前后端数据同步的方式,可应用于对实时性要求很高的网络游戏,帧同步的过程可以包括如下内容:首先,各客户端实时上传操作指令集。然后服务器保存这些操作指令集,并在下一帧将其广播给所有客户端。最后客户端收到指令集后分别按帧序执行指令集中的操作。
接下来从第一客户端一侧来说明本申请实施例提供的基于模拟对象的生命值控制方法,请参阅图2所示,本申请实施例提供的基于模拟对象的生命值控制方法,可包括如下步骤:
201、第一客户端获取第一模拟对象在交互式应用场景中的第一对象状态。
在本申请实施例中,第一模拟对象是指在交互式应用场景中显示的一个模拟对象,第一客户端首先监控该第一模拟对象的对象状态,为便于描述,将第一模拟对象的对象状态定义为“第一对象状态”。在交互式应用场景中每个模拟对象都可以有多种对象状态,并且这些对象状态是可以进行状态更新的。其中,模拟对象的状态更新可以由模拟对象自发进行,可以受到外界触发条件的触发再发生对象状态的更新。举例说明如下,以交互式应用场景为游戏场景为例,第一模拟对象可以是游戏场景中的第一道具,该第一道具可以受到攻击方角色的进攻之后发生状态更新,例如从在游戏场景中存在更新为被摧毁。
202、当第一对象状态发生状态更新时,第一客户端更新第二模拟对象在交互式应用场景中的生命值,第二模拟对象与第一模拟对象共同处于交互式应用场景中。
在本申请实施例中,第一客户端确定第一模拟对象需要进行实时监控时,第一客户端可以根据第一对象状态判断第一模拟对象是否发生了状态更新,在第一对象状态发生状态更新时,第一客户端更新第二模拟对象在交互式应用场景中的生命值,其中,第二模拟对象与第一模拟对象共同处于交互式应用场景中。例如,以交互式应用场景为游戏场景为例,第一模拟对象可以是游戏场景中的第一道具,第二模拟对象可以是游戏场景中的第二道具,则在游戏场景中可以同时显示第一道具和第二道具,其中,第一道具和第二道具都可以发生状态更新,例如,该第一道具可以受到攻击方角色的进攻之后发生状态更新,第二道具可以受到攻击方角色的进攻之后发生状态更新。
在本申请实施例中,第一模拟对象和第二模拟对象在交互式应用场景中共 同存在,这两个模拟对象的对象状态存在关联关系,即第二模拟对象的生命值会受到第一模拟对象的对象状态是否更新的影响,在第一模拟对象的对象状态没有发生更新时,第二模拟对象的生命值保持不变,在第一模拟对象的对象状态发生更新时,第一客户端更新第二模拟对象的生命值。其中,生命值可以认为是模拟对象的生命周期,即生命值用于确定模拟对象是否显示在交互式应用场景中,更新了第二模拟对象的生命值,则第二模拟对象在交互式应用场景中的显示时长也会发生变化。
需要说明的是,在本申请实施例中,第二模拟对象的生命值是可以依据第一模拟对象的第一对象状态是否发生状态更新进行动态调整,当第一模拟对象发生状态更新时,适应性调整第二模拟对象的生命值,使得交互式应用场景的进展得以进行。对于进攻方角色而言,其能够体验到交互式应用场景中不断更新的模拟对象的状态,例如第一模拟对象被进攻方角色攻击之后从显示状态转换为被摧毁状态,其用户体验可以得到保证,而第二模拟对象的生命值可以跟随第一模拟对象的对象状态发生更新进行动态更新,使得第二模拟对象的持有者(即防守方角色)仍可以按照更新后的生命值来显示第二模拟对象,因此防守方角色的用户体验也可以得到保证,因此本申请实施例解决了对战过程中一方被快速推进而导致防守方角色的不良体验,同时也没有让节奏变得更加拖沓,也可以保证进攻方角色的用户体验。
在本申请的一些实施例中,步骤202当第一对象状态发生状态更新时,第一客户端更新第二模拟对象在交互式应用场景中的生命值,包括:
A1、当第一对象状态发生状态更新时,第一客户端获取第三模拟对象在交互式应用场景中的第二对象状态,其中,在交互式应用场景中第三模拟对象分别与第一模拟对象、第二模拟对象属于相邻对象;
A2、当第二对象状态发生状态更新时,第一客户端更新第二模拟对象在交互式应用场景中的生命值。
其中,若交互式应用场景中同时存在三种模拟对象:第一模拟对象、第二模拟对象、第三模拟对象,例如请参阅图3-a所示,为本申请实施例提供的在第一客户端的界面上显示交互式应用场景的示意图。第一客户端可以是移动终端,图3-a中显示的是移动终端的用户界面(User Interface,UI),在移动终端 的交互式应用场景中显示有三个模拟对象,分别为:模拟对象1、模拟对象2和模拟对象3。在交互式应用场景中模拟对象3分别与模拟对象1、模拟对象2属于相邻对象,图3-a中的箭头可以表示进攻方角色的进攻方向,若模拟对象3分别与模拟对象1、模拟对象2相邻,则进攻方角色可以首先攻击模拟对象1,当模拟对象1的状态更新为被摧毁时,进攻方角色继续攻击模拟对象3、模拟对象2。第一客户端获取模拟对象3在交互式应用场景中的第二对象状态,第一客户端继续监控模拟对象3的第二对象状态,当第二对象状态发生状态更新时,第一客户端更新第二模拟对象在交互式应用场景中的生命值,即第二模拟对象的生命值可以跟随第一模拟对象的对象状态发生更新、第二模拟对象的对象状态发生更新进行动态更新,使得第二模拟对象的持有者仍可以按照更新后的生命值来显示第二模拟对象。
进一步的,在本申请的一些实施例中,前述步骤202当第一对象状态发生状态更新时,第一客户端更新第二模拟对象在交互式应用场景中的生命值,除了包括步骤A1至步骤A2之外,步骤202还可以包括如下步骤:
A3、当第一对象状态发生状态更新时,第一客户端为第三模拟对象增加一个计时器并触发计时器开始计时。
其中,当第一对象状态发生状态更新时,第一客户端除了执行前述的步骤A1,还可以执行步骤A3,即第一客户端在监控第三模拟对象的第二对象状态时还启用计时器,该计时器用于对第三模拟对象在交互式应用场景中的显示进行计时,例如通过计时器可以确定第三模拟对象在交互式应用场景中已经存在的时长。
在前述执行步骤A3的实现场景下,步骤A2当第二对象状态发生状态更新时,第一客户端更新第二模拟对象在交互式应用场景中的生命值,包括:
A21、第一客户端判断第三模拟对象的第二对象状态是否在计时器的计时周期内发生状态更新;
A22、当第二对象状态在计时器的计时周期内发生状态更新时,第一客户端更新第二模拟对象在交互式应用场景中的生命值。
其中,第一客户端可以判断在该计时器销毁之前第三模拟对象的第二对象状态是否发生状态更新,若第二对象状态在计时器的计时周期内发生状态更 新,则说明第一模拟对象和第三模拟对象的对象状态被连续更新,举例说明,若计时器的计时周期取值很小,则说明第一模拟对象和第三模拟对象的对象状态在很短的时间内就被连续更新,例如第一模拟对象和第三模拟对象在很短的时间内被连续摧毁,此时第一客户端更新第二模拟对象在交互式应用场景中的生命值,第二模拟对象的生命值可以跟随第一模拟对象的对象状态发生更新、第二模拟对象的对象状态发生更新进行动态更新,使得第二模拟对象的持有者仍可以按照更新后的生命值来显示第二模拟对象。
在本申请的一些实施例中,步骤202当第一对象状态发生状态更新时,第一客户端更新第二模拟对象在交互式应用场景中的生命值,包括:
B1、当第一对象状态更新为被摧毁时,第一客户端按照生命延长策略增加第二模拟对象在交互式应用场景中的生命值。
其中,模拟对象的对象状态更新可有多种实现方式,例如模拟对象在交互式应用场景中共有两种以上的对象状态:状态1和状态2,举例说明,状态1可以为显示状态,状态2可以为被摧毁状态。第一对象状态更新可以包括第一模拟对象被摧毁,即第一模拟对象从交互式应用场景中从存在状态更新为被摧毁状态,第一客户端可以按照生命延长策略增加第二模拟对象在交互式应用场景中的生命值,通过延长第二模拟对象的生命值可以使得第二模拟对象在交互式应用场景中的显示周期延长。
在本申请的另一些实施例中,步骤202中的第一客户端更新第二模拟对象在交互式应用场景中的生命值,包括:
C1、第一客户端为第二模拟对象增加持续预置时长的防御对象,防御对象用于保护第二模拟对象。
其中,更新第二模拟对象在交互式应用场景中的生命值可以有多种实现方式,例如为第二模拟对象设置防御对象,该防御对象可以用于保护第二模拟对象。具体的,以交互式应用场景具体为游戏场景为例,第一客户端还可以为第二模拟对象设置一个防御对象,例如该防御对象可以为3000点血量的护盾,通过防御对象来保护第二模拟对象,从而使得第二模拟对象的生命值得到更新。第一客户端设置的防御对象还可以包括持续预置时长,例如可以持续15秒,即该防御对象被增加到第二模拟对象上之后持续15秒,在15秒后该防御 对象从交互式应用场景中消失,不再为第二模拟对象提供保护功能。
在本申请的一些实施例中,若第一模拟对象被第一触发条件触发状态更新时,步骤202第一客户端更新第二模拟对象在交互式应用场景中的生命值之后,本申请实施例提供的基于模拟对象的生命值控制方法,还可以包括如下步骤:
D1、在第二模拟对象的生命值存续期间,当第一模拟对象被第二触发条件触发状态更新时,第一客户端禁止再次更新第二模拟对象在交互式应用场景中的生命值。
其中,为了避免第二模拟对象的生命值被重复更新,步骤202中第一客户端在监控第一模拟对象的第一对象状态时,可以监控第一模拟对象的触发条件,即第一模拟对象通过第一触发条件被触发状态更新。其中触发条件可以是第一模拟对象被哪个进攻方角色触发状态更新,或者触发条件可以是第一模拟对象所属的战斗序列被进攻方角色触发状态更新。在步骤202中第二模拟对象的生命值已经被更新之后,在第二模拟对象的生命值存续期间,当第一模拟对象被第二触发条件触发状态更新时,说明第一模拟对象又被不同于第一触发条件的另一个触发条件(即第二触发条件)触发了状态更新,即满足了步骤202中的“当第一对象状态发生状态更新时”,为了避免第二模拟对象的生命值被重复更新,第一客户端禁止再次更新第二模拟对象在交互式应用场景中的生命值。通过禁止对第二模拟对象重复更新生命值,使得交互式应用场景的进展节奏依然紧凑,进攻方角色的用户体验也可以得到保证。因此本申请实施例解决了对战过程中一方被快速推进而导致防守方角色的不良体验,同时也没有让节奏变得更加拖沓,也可以保证进攻方角色的用户体验。
203、第一客户端将第二模拟对象的更新后的生命值发送给服务器,服务器用于管理第一客户端和第二客户端分别加载的交互式应用场景。
在本申请实施例中,当第一对象状态发生状态更新时,第一客户端更新第二模拟对象在交互式应用场景中的生命值,第一客户端通过无线网络可以向服务器发送第二模拟对象的更新后的生命值,则服务器可以接收到第二模拟对象的更新后的生命值,由于服务器用于管理第一客户端和第二客户端分别加载的交互式应用场景,因此服务器可以根据第二模拟对象的更新后的生命值生成第 二模拟对象的生命更新指令。
204、第一客户端接收服务器向第一客户端和第二客户端广播的第二模拟对象的生命更新指令,并按照第二模拟对象的生命更新指令在交互式应用场景中加载第二模拟对象的更新后的生命值。
在本申请实施例中,服务器向第一客户端和第二客户端广播的第二模拟对象的生命更新指令之后,第一客户端和第二客户端都可以接收到第二模拟对象的生命更新指令,则第一客户端和第二客户端都可以按照第二模拟对象的生命更新指令在交互式应用场景中加载第二模拟对象的更新后的生命值,从而在第一客户端和第二客户端上显示出了生命值更新后的第二模拟对象,因此可以实现第二模拟对象根据第一模拟对象的对象状态进行实时的生命值更新。
在本申请的一些实施例中,步骤204第一客户端接收服务器向第一客户端和第二客户端广播的第二模拟对象的生命更新指令,包括:
E1、第一客户端接收服务器向第一客户端和第二客户端广播的帧同步命令;
E2、第一客户端解析帧同步命令得到生命更新指令。
其中,服务器可以通过帧同步命令向第一客户端和第二客户端发送数据,使得第一客户端和第二客户端能够显示相同的交互式应用场景。帧同步是一种前后端数据同步的方式,可应用于对实时性要求很高的网络游戏,帧同步的过程可以包括如下内容:首先,各客户端实时上传操作指令集。然后服务器保存这些操作指令集,并在下一帧将其广播给所有客户端。最后客户端收到指令集获取到服务器广播的生命更新指令,然后各个客户端分别按帧序执行指令集中的操作。
需要说明的是,在本申请实施例中,以交互式应用场景具体为游戏场景为例。在游戏框架服务端的逻辑部分设计中,可以根据一致的初始化参数GameStartDocument,进行一致的初始化构造,如场景,对象,逻辑模块等。如此游戏会有一致的开始。对于游戏数据类型,包括int,bool,float,string,各种游戏数据的运算需要检查一致性。
在本申请的一些实施例中,以交互式应用场景具体为游戏场景为例,在游戏场景下,第一模拟对象具体为第一游戏角色,第二模拟对象具体为第二游戏 角色;第一客户端具体为第一游戏角色。
步骤201、第一客户端获取第一模拟对象在交互式应用场景中的第一对象状态,包括:
第一游戏客户端获取第一游戏角色在游戏场景中的第一角色状态。
步骤202、第一客户端更新第二模拟对象在交互式应用场景中的生命值,包括:
第一游戏客户端更新第二游戏角色在游戏场景中的生命值。
步骤204、按照第二模拟对象的生命更新指令在交互式应用场景中加载第二模拟对象的更新后的生命值,包括:
第一游戏客户端按照第二游戏角色的生命更新指令在游戏场景中加载第二游戏角色的更新后的生命值。
在游戏场景下,第一游戏客户端首先获取第一游戏角色在游戏场景中的第一角色状态。当所述第一角色状态发生状态更新时,所述第一游戏客户端更新第二游戏角色在所述游戏场景中的生命值,所述第二游戏角色与所述第一游戏角色共同处于所述游戏场景中。所述第一游戏客户端将所述第二游戏角色的更新后的生命值发送给服务器,所述服务器用于管理所述第一游戏客户端和第二游戏客户端分别加载的所述游戏场景。所述第一游戏客户端接收所述服务器向所述第一游戏客户端和所述第二游戏客户端广播的所述第二游戏角色的生命更新指令,并按照所述第二游戏角色的生命更新指令在所述游戏场景中加载所述第二游戏角色的更新后的生命值。本申请实施例第一游戏客户端会监控第一游戏角色的角色状态,当第一角色状态发生状态更新时,可以为第二游戏角色更新生命值,因此第二游戏角色的角色状态是否更新与第一对象发生了状态更新密切相关,如此可以实现对第二游戏角色的生命值控制,第一游戏角色的状态可以得到更新,从而保证游戏角色的状态更新进度,第二游戏角色的生命值也因为第一角色状态的状态更新而更新,从而可以保证第二游戏角色所属的用户侧的体验,不需要在游戏场景中增加更多的游戏角色,从而降低设计复杂度。
在游戏应用中,第一游戏客户端监控第一游戏角色在游戏场景中的第一角色状态,当进攻方攻击第一游戏角色,使得第一游戏角色发生状态更新时,第一游戏客户端适应性地更新第二游戏角色在游戏场景中的生命值,以提升第二 游戏角色的性能,避免防守方角色被连续攻击导致游戏结束,提高了防守方的游戏体验。此外,由于并未为防守方增加机关道具,进攻方能够保持当前推进节奏,如此保障了进攻方的游戏体验。在设计游戏时,无需增设额外的机关道具,降低了游戏的设计复杂度。
为便于更好的理解和实施本申请实施例的上述方案,下面举例相应的应用场景来进行具体说明。以MOBA游戏场景的设计为例,玩家可以在用户界面的操作层上操作玩家角色向对战方进行进攻,其中,操作层是玩家使用的角色所处的游戏场景层,需要说明的是,游戏场景中角色无法直接走动穿过的场景物件即是阻挡层,对于阻挡层可以包括墙体、机关等,这些构成前述实施例中的模拟对象,这些模拟对象可以在进攻方角色的对战过程中从显示状态转换为被摧毁状态。
在手机的MOBA游戏中,因为游戏的快节奏,有时会出现一方在取得一定优势后,快速连续推塔的情况,而直接增加机关的血量或者防御值又会出现导致推线变困难,节奏变慢的情况,这是个玩家体验中的痛点,也是本申请实施例中需要寻找的平衡点,按照本申请实施例的解决方式,既可以减缓一方连续推塔造成的感受不好问题,又可以避免节奏变慢。本申请实施例可以在机关等道具上配备一系列的触发器,可以判断不同时间内,不同机关的摧毁状态,配置比如在N秒内连续被击爆了几座机关则会为下一个机关增加一个持续性的护盾,该护盾可抵御进攻方角色的伤害。如图3-b所示,为本申请实施例提供的游戏场景中基地产生护盾时增加血量的示意图。前述实施例中的第二游戏角色具体可以为图3-b中所示的是游戏场景中的基地,在游戏场景中可以为该基地产生护盾,图3-b中的血条即为增加的血量,通过这种方式,本申请实施例很好地达到了预期中的效果,解决了对战过程中,一方被快速推到多做机关的不良体验,同时也没有让节奏变得更加拖沓的问题。需要说明的是,图3-b中所示的游戏场景中的基地和增加的血量只是用于说明基地生命值的可更新,对于基地的形状仅做示意说明,该基地所包括的线条和连接关系不做限定。
如图4所示,为本申请实施例提供的基于模拟对象的生命值控制方法的一种应用场景示意图,主要包括如下过程:
S01、假定一条线上的2塔,高地塔和基地分别为ABC三座塔。
假定一条线上的2塔,高地塔和基地分别为ABC三座塔,在游戏场景下共有三条线,两个阵营,即一共有6条互补冲突ABC塔线,其中C都是基地,AB分别为每一条线上的2塔和高地塔,要想触发基地护盾保护,只能由一条线上的AB塔触发。
S02、***检测A塔是否被击毁。
S03、若不是,继续执行步骤S02中的检测过程。
S04、若是,客户端为B塔增加一个计时器。
客户端实施监控每条线上的A塔是不是被摧毁了,在A塔被击毁瞬间即会为该条线上的B塔增加一个计时器。
S05、计时器检测在X时间内,B塔有没有被摧毁。
其中,客户端检测B塔在X时间内有没有被摧毁,X的取值可以根据游戏场景配置。
S06、若是,则为基地加一层护盾,例如持续M秒N血量的护盾,然后执行步骤S08和S11。
如果B塔在X时间内被摧毁,则为C增加一层持续M秒N血量的护盾,M和N的取值可以根据游戏场景配置。
举例说明,2塔和高地塔在30秒内被连续推掉时,水晶会增加一个4500点血量的护盾,持续15秒。同样道理,可以配置任意ABC三塔的护盾保护关系,即A塔和B塔在一定时间X内连续击毁后,给C塔增加一个持续M秒N血量的护盾。
S07、若否,计时器销毁,后面B塔被爆与否,C塔均不会增加护盾。
S08、检测在护盾持续期间有没有其他路的2塔、高地塔被击毁且符合加护盾条件。
S09、若否,继续检测。
S10、若是,效果禁止叠加,即不会再次触发保护。
其中,客户端在此护盾持续期间,检测本方其它线上的2塔A有没有被摧毁,以及是否同样触发了护盾条件,如果触发则会禁止这个护盾再次添加到C上。
S11、发送帧同步命令。
其中,客户端发送帧同步命令给服务器,服务器广播给游戏中所有客户端。
S12、服务器中转给每个客户端。
S13、每个客户端分别做一致性规则检查。
每个客户端收到帧同步命令后,进行一致性规则检查,检查通过后,就会在所有客户端上同步C加护盾的命令。
S14、同步每个客户端。
通过前述的举例说明,本申请实施例解决了在游戏场景的一场比赛中,连续爆三塔造成猝死的概率。需要说明的是,对于前述的各方法实施例,为了简单描述,故将其都表述为一系列的动作组合,但是本领域技术人员应该知悉,本申请并不受所描述的动作顺序的限制,因为依据本申请,某些步骤可以采用其他顺序或者同时进行。其次,本领域技术人员也应该知悉,说明书中所描述的实施例均属于优选实施例,所涉及的动作和模块并不一定是本申请所必须的。
为便于更好的实施本申请实施例的上述方案,下面还提供用于实施上述方案的相关装置。
请参阅图5-a所示,本申请实施例提供的一种客户端,该客户端具体为第一客户端500,可以包括:状态获取模块501、生命值更新模块502、发送模块503、显示模块504,其中,
状态获取模块501,用于获取第一模拟对象在交互式应用场景中的第一对象状态;
生命值更新模块502,用于当所述第一对象状态发生状态更新时,更新第二模拟对象在所述交互式应用场景中的生命值,所述第二模拟对象与所述第一模拟对象共同处于所述交互式应用场景中;
发送模块503,用于将所述第二模拟对象的更新后的生命值发送给服务器,所述服务器用于管理所述第一客户端和第二客户端分别加载的所述交互式应用场景;
显示模块504,用于接收所述服务器向所述第一客户端和所述第二客户端广播的所述第二模拟对象的生命更新指令,并按照所述第二模拟对象的生命更新指令在所述交互式应用场景中加载所述第二模拟对象的更新后的生命值。
在本申请的一些实施例中,请参阅图5-b所示,所述生命值更新模块502,包括:
状态获取子模块5021,用于当所述第一对象状态发生状态更新时,获取第三模拟对象在所述交互式应用场景中的第二对象状态,其中,在所述交互式应用场景中所述第三模拟对象分别与所述第一模拟对象、所述第二模拟对象属于相邻对象;
生命值更新子模块5022,用于当所述第二对象状态发生状态更新时,更新所述第二模拟对象在所述交互式应用场景中的生命值。
在本申请的一些实施例中,请参阅图5-c所示,相对于图5-b所示,所述生命值更新模块502,还包括:
计时子模块5023,用于当所述第一对象状态发生状态更新时,为所述第三模拟对象增加一个计时器并触发计时器开始计时;
所述生命值更新子模块5022,具体用于判断所述第三模拟对象的第二对象状态是否在所述计时器的计时周期内发生状态更新;当所述第二对象状态在所述计时器的计时周期内发生状态更新时,更新所述第二模拟对象在所述交互式应用场景中的生命值。
在本申请的一些实施例中,所述生命值更新模块502,具体用于为所述第二模拟对象增加持续预置时长的防御对象,所述防御对象用于保护所述第二模拟对象。
在本申请的一些实施例中,若所述第一模拟对象被第一触发条件触发状态更新时,所述生命值更新模块502,还用于在所述第二模拟对象的生命值存续期间,当所述第一模拟对象被第二触发条件触发状态更新时,禁止再次更新所述第二模拟对象在所述交互式应用场景中的生命值。
在本申请的一些实施例中,所述显示模块504,具体用于接收所述服务器向所述第一客户端和所述第二客户端广播的帧同步命令;解析所述帧同步命令得到所述生命更新指令。
在本申请的一些实施例中,所述生命值更新模块502,具体用于当所述第一对象状态更新为被摧毁时,按照生命延长策略增加所述第二模拟对象在所述交互式应用场景中的生命值。
在本申请的一些实施例中,所述第一模拟对象具体为第一游戏角色,第二模拟对象具体为第二游戏角色;
所述状态获取模块501,具体用于获取第一游戏角色在游戏场景中的第一角色状态;
所述生命值更新模块502,具体用于更新所述第二游戏角色在游戏场景中的生命值;
所述显示模块504,具体用于按照所述第二游戏角色的生命更新指令在所述游戏场景中加载所述第二游戏角色的更新后的生命值。
通过以上实施例对本申请实施例的描述可知,第一客户端获取第一模拟对象在交互式应用场景中的第一对象状态,当第一对象状态发生状态更新时,第一客户端更新第二模拟对象在交互式应用场景中的生命值,第二模拟对象与第一模拟对象共同处于交互式应用场景中,第一客户端将第二模拟对象的更新后的生命值发送给服务器,服务器用于管理第一客户端和第二客户端分别加载的交互式应用场景,第一客户端接收服务器向第一客户端和第二客户端广播的第二模拟对象的生命更新指令,并按照第二模拟对象的生命更新指令在交互式应用场景中加载第二模拟对象的更新后的生命值。本申请实施例第一客户端会监控第一模拟对象的对象状态,当第一对象状态发生状态更新时,可以为第二模拟对象更新生命值,因此第二模拟对象的对象状态是否更新与第一对象发生了状态更新密切相关,可以实现对第二模拟对象的生命值控制,第一模拟对象的状态可以得到更新,从而保证模拟对象的状态更新进度,第二模拟对象的生命值也因为第一对象状态的状态更新而更新,从而可以保证第二模拟对象所属的用户侧的体验,不需要在交互式应用场景中增加更多的模拟对象,从而降低设计复杂度。
本申请实施例还提供了另一种终端,如图6所示,为了便于说明,仅示出了与本申请实施例相关的部分,具体技术细节未揭示的,请参照本申请实施例方法部分。该终端可以为包括手机、平板电脑、PDA(Personal Digital Assistant,个人数字助理)、POS(Point of Sales,销售终端)、车载电脑等任意终端设备,以终端为手机为例:
图6示出的是与本申请实施例提供的终端相关的手机的部分结构的框图。 参考图6,手机包括:射频(Radio Frequency,RF)电路1010、存储器1020、输入单元1030、显示单元1040、传感器1050、音频电路1060、无线保真(wireless fidelity,WiFi)模块1070、处理器1080、以及电源1090等部件。本领域技术人员可以理解,图6中示出的手机结构并不构成对手机的限定,可以包括比图示更多或更少的部件,或者组合某些部件,或者不同的部件布置。
下面结合图6对手机的各个构成部件进行具体的介绍:
RF电路1010可用于收发信息或通话过程中,信号的接收和发送,特别地,将基站的下行信息接收后,给处理器1080处理;另外,将设计上行的数据发送给基站。通常,RF电路1010包括但不限于天线、至少一个放大器、收发信机、耦合器、低噪声放大器(Low Noise Amplifier,LNA)、双工器等。此外,RF电路1010还可以通过无线通信与网络和其他设备通信。上述无线通信可以使用任一通信标准或协议,包括但不限于全球移动通讯***(Global System of Mobile communication,GSM)、通用分组无线服务(General Packet Radio Service,GPRS)、码分多址(Code Division Multiple Access,CDMA)、宽带码分多址(Wideband Code Division Multiple Access,WCDMA)、长期演进(Long Term Evolution,LTE)、电子邮件、短消息服务(Short Messaging Service,SMS)等。
存储器1020可用于存储软件程序以及模块,处理器1080通过运行存储在存储器1020的软件程序以及模块,从而执行手机的各种功能应用以及数据处理。存储器1020可主要包括存储程序区和存储数据区,其中,存储程序区可存储操作***、至少一个功能所需的应用程序(比如声音播放功能、图像播放功能等)等;存储数据区可存储根据手机的使用所创建的数据(比如音频数据、电话本等)等。此外,存储器1020可以包括高速随机存取存储器,还可以包括非易失性存储器,例如至少一个磁盘存储器件、闪存器件、或其他易失性固态存储器件。
输入单元1030可用于接收输入的数字或字符信息,以及产生与手机的用户设置以及功能控制有关的键信号输入。具体地,输入单元1030可包括触控面板1031以及其他输入设备1032。触控面板1031,也称为触摸屏,可收集用户在其上或附近的触摸操作(比如用户使用手指、触笔等任何适合的物体或附 件在触控面板1031上或在触控面板1031附近的操作),并根据预先设定的程式驱动相应的连接装置。可选的,触控面板1031可包括触摸检测装置和触摸控制器两个部分。其中,触摸检测装置检测用户的触摸方位,并检测触摸操作带来的信号,将信号传送给触摸控制器;触摸控制器从触摸检测装置上接收触摸信息,并将它转换成触点坐标,再送给处理器1080,并能接收处理器1080发来的命令并加以执行。此外,可以采用电阻式、电容式、红外线以及表面声波等多种类型实现触控面板1031。除了触控面板1031,输入单元1030还可以包括其他输入设备1032。具体地,其他输入设备1032可以包括但不限于物理键盘、功能键(比如音量控制按键、开关按键等)、轨迹球、鼠标、操作杆等中的一种或多种。
显示单元1040可用于显示由用户输入的信息或提供给用户的信息以及手机的各种菜单。显示单元1040可包括显示面板1041,可选的,可以采用液晶显示器(Liquid Crystal Display,LCD)、有机发光二极管(Organic Light-Emitting Diode,OLED)等形式来配置显示面板1041。进一步的,触控面板1031可覆盖显示面板1041,当触控面板1031检测到在其上或附近的触摸操作后,传送给处理器1080以确定触摸事件的类型,随后处理器1080根据触摸事件的类型在显示面板1041上提供相应的视觉输出。虽然在图6中,触控面板1031与显示面板1041是作为两个独立的部件来实现手机的输入和输入功能,但是在某些实施例中,可以将触控面板1031与显示面板1041集成而实现手机的输入和输出功能。
手机还可包括至少一种传感器1050,比如光传感器、运动传感器以及其他传感器。具体地,光传感器可包括环境光传感器及接近传感器,其中,环境光传感器可根据环境光线的明暗来调节显示面板1041的亮度,接近传感器可在手机移动到耳边时,关闭显示面板1041和/或背光。作为运动传感器的一种,加速计传感器可检测各个方向上(一般为三轴)加速度的大小,静止时可检测出重力的大小及方向,可用于识别手机姿态的应用(比如横竖屏切换、相关游戏、磁力计姿态校准)、振动识别相关功能(比如计步器、敲击)等;至于手机还可配置的陀螺仪、气压计、湿度计、温度计、红外线传感器等其他传感器,在此不再赘述。
音频电路1060、扬声器1061,传声器1062可提供用户与手机之间的音频接口。音频电路1060可将接收到的音频数据转换后的电信号,传输到扬声器1061,由扬声器1061转换为声音信号输出;另一方面,传声器1062将收集的声音信号转换为电信号,由音频电路1060接收后转换为音频数据,再将音频数据输出处理器1080处理后,经RF电路1010以发送给比如另一手机,或者将音频数据输出至存储器1020以便进一步处理。
WiFi属于短距离无线传输技术,手机通过WiFi模块1070可以帮助用户收发电子邮件、浏览网页和访问流式媒体等,它为用户提供了无线的宽带互联网访问。虽然图6示出了WiFi模块1070,但是可以理解的是,其并不属于手机的必须构成,完全可以根据需要在不改变发明的本质的范围内而省略。
处理器1080是手机的控制中心,利用各种接口和线路连接整个手机的各个部分,通过运行或执行存储在存储器1020内的软件程序和/或模块,以及调用存储在存储器1020内的数据,执行手机的各种功能和处理数据,从而对手机进行整体监控。可选的,处理器1080可包括一个或多个处理单元;优选的,处理器1080可集成应用处理器和调制解调处理器,其中,应用处理器主要处理操作***、用户界面和应用程序等,调制解调处理器主要处理无线通信。可以理解的是,上述调制解调处理器也可以不集成到处理器1080中。
手机还包括给各个部件供电的电源1090(比如电池),优选的,电源可以通过电源管理***与处理器1080逻辑相连,从而通过电源管理***实现管理充电、放电、以及功耗管理等功能。
尽管未示出,手机还可以包括摄像头、蓝牙模块等,在此不再赘述。
在本申请实施例中,该终端所包括的处理器1080还具有控制执行以上由终端执行的基于模拟对象的生命值控制方法流程的功能。
本申请还提供了一种计算机可读存储介质,当其在计算机上运行时,使得计算机执行上述基于模拟对象的生命值控制方法。
本申请还提供了一种包括指令的计算机程序产品,当其在计算机上运行时,使得计算机执行上述基于模拟对象的生命值控制方法。
另外需说明的是,以上所描述的装置实施例仅仅是示意性的,其中所述作为分离部件说明的单元可以是或者也可以不是物理上分开的,作为单元显示的 部件可以是或者也可以不是物理单元,即可以位于一个地方,或者也可以分布到多个网络单元上。可以根据实际的需要选择其中的部分或者全部模块来实现本实施例方案的目的。另外,本申请提供的装置实施例附图中,模块之间的连接关系表示它们之间具有通信连接,具体可以实现为一条或多条通信总线或信号线。本领域普通技术人员在不付出创造性劳动的情况下,即可以理解并实施。
通过以上的实施方式的描述,所属领域的技术人员可以清楚地了解到本申请可借助软件加必需的通用硬件的方式来实现,当然也可以通过专用硬件包括专用集成电路、专用CPU、专用存储器、专用元器件等来实现。一般情况下,凡由计算机程序完成的功能都可以很容易地用相应的硬件来实现,而且,用来实现同一功能的具体硬件结构也可以是多种多样的,例如模拟电路、数字电路或专用电路等。但是,对本申请而言更多情况下软件程序实现是更佳的实施方式。基于这样的理解,本申请的技术方案本质上或者说对现有技术做出贡献的部分可以以软件产品的形式体现出来,该计算机软件产品存储在可读取的存储介质中,如计算机的软盘、U盘、移动硬盘、只读存储器(ROM,Read-Only Memory)、随机存取存储器(RAM,Random Access Memory)、磁碟或者光盘等,包括若干指令用以使得一台计算机设备(可以是个人计算机,服务器,或者网络设备等)执行本申请各个实施例所述的方法。
综上所述,以上实施例仅用以说明本申请的技术方案,而非对其限制;尽管参照上述实施例对本申请进行了详细的说明,本领域的普通技术人员应当理解:其依然可以对上述各实施例所记载的技术方案进行修改,或者对其中部分技术特征进行等同替换;而这些修改或者替换,并不使相应技术方案的本质脱离本申请各实施例技术方案的精神和范围。
Claims (16)
- 一种基于模拟对象的生命值控制方法,应用于终端,包括:第一客户端获取第一模拟对象在交互式应用场景中的第一对象状态;当所述第一对象状态发生状态更新时,所述第一客户端更新第二模拟对象在所述交互式应用场景中的生命值,所述第二模拟对象与所述第一模拟对象共同处于所述交互式应用场景中;所述第一客户端将所述第二模拟对象的更新后的生命值发送给服务器,所述服务器用于管理所述第一客户端和第二客户端分别加载的所述交互式应用场景;所述第一客户端接收所述服务器向所述第一客户端和所述第二客户端广播的所述第二模拟对象的生命更新指令,并按照所述第二模拟对象的生命更新指令在所述交互式应用场景中加载所述第二模拟对象的更新后的生命值。
- 根据权利要求1所述的方法,所述当所述第一对象状态发生状态更新时,所述第一客户端更新第二模拟对象在所述交互式应用场景中的生命值,包括:当所述第一对象状态发生状态更新时,所述第一客户端获取第三模拟对象在所述交互式应用场景中的第二对象状态,其中,在所述交互式应用场景中所述第三模拟对象分别与所述第一模拟对象、所述第二模拟对象属于相邻对象;当所述第二对象状态发生状态更新时,所述第一客户端更新所述第二模拟对象在所述交互式应用场景中的生命值。
- 根据权利要求2所述的方法,所述当所述第一对象状态发生状态更新时,所述第一客户端更新第二模拟对象在所述交互式应用场景中的生命值,还包括:当所述第一对象状态发生状态更新时,所述第一客户端为所述第三模拟对象增加一个计时器并触发计时器开始计时;所述当所述第二对象状态发生状态更新时,所述第一客户端更新所述第二模拟对象在所述交互式应用场景中的生命值,包括:所述第一客户端判断所述第三模拟对象的第二对象状态是否在所述计时器的计时周期内发生状态更新;当所述第二对象状态在所述计时器的计时周期内发生状态更新时,所述第一客户端更新所述第二模拟对象在所述交互式应用场景中的生命值。
- 根据权利要求1所述的方法,所述当所述第一对象状态发生状态更新时,所述第一客户端更新第二模拟对象在所述交互式应用场景中的生命值,包括:当所述第一对象状态更新为被摧毁时,所述第一客户端按照生命延长策略增加所述第二模拟对象在所述交互式应用场景中的生命值。
- 根据权利要求1所述的方法,所述第一客户端更新第二模拟对象在所述交互式应用场景中的生命值,包括:所述第一客户端为所述第二模拟对象增加持续预置时长的防御对象,所述防御对象用于保护所述第二模拟对象。
- 根据权利要求1至5中任一项所述的方法,若所述第一模拟对象被第一触发条件触发状态更新时,所述第一客户端更新第二模拟对象在所述交互式应用场景中的生命值之后,所述方法还包括:在所述第二模拟对象的生命值存续期间,当所述第一模拟对象被第二触发条件触发状态更新时,所述第一客户端禁止再次更新所述第二模拟对象在所述交互式应用场景中的生命值。
- 根据权利要求1至5中任一项所述的方法,所述第一模拟对象具体为第一游戏角色,第二模拟对象具体为第二游戏角色;所述第一客户端获取第一模拟对象在交互式应用场景中的第一对象状态,包括:第一游戏客户端获取第一游戏角色在游戏场景中的第一角色状态;所述第一客户端更新第二模拟对象在所述交互式应用场景中的生命值,包括:所述第一游戏客户端更新所述第二游戏角色在游戏场景中的生命值;所述按照所述第二模拟对象的生命更新指令在所述交互式应用场景中加载所述第二模拟对象的更新后的生命值,包括:所述第一游戏客户端按照所述第二游戏角色的生命更新指令在所述游戏场景中加载所述第二游戏角色的更新后的生命值。
- 一种客户端,所述客户端具体为第一客户端,所述第一客户端包括:状态获取模块,用于获取第一模拟对象在交互式应用场景中的第一对象状态;生命值更新模块,用于当所述第一对象状态发生状态更新时,更新第二模拟对象在所述交互式应用场景中的生命值,所述第二模拟对象与所述第一模拟对象共同处于所述交互式应用场景中;发送模块,用于将所述第二模拟对象的更新后的生命值发送给服务器,所述服务器用于管理所述第一客户端和第二客户端分别加载的所述交互式应用场景;显示模块,用于接收所述服务器向所述第一客户端和所述第二客户端广播的所述第二模拟对象的生命更新指令,并按照所述第二模拟对象的生命更新指令在所述交互式应用场景中加载所述第二模拟对象的更新后的生命值。
- 根据权利要求8所述的客户端,所述生命值更新模块,包括:状态获取子模块,用于当所述第一对象状态发生状态更新时,获取第三模拟对象在所述交互式应用场景中的第二对象状态,其中,在所述交互式应用场景中所述第三模拟对象分别与所述第一模拟对象、所述第二模拟对象属于相邻对象;生命值更新子模块,用于当所述第二对象状态发生状态更新时,更新所述第二模拟对象在所述交互式应用场景中的生命值。
- 根据权利要求9所述的客户端,所述生命值更新模块,还包括:计时子模块,用于当所述第一对象状态发生状态更新时,为所述第三模拟对象增加一个计时器并触发计时器开始计时;所述生命值更新子模块,具体用于判断所述第三模拟对象的第二对象状态是否在所述计时器的计时周期内发生状态更新;当所述第二对象状态在所述计时器的计时周期内发生状态更新时,更新所述第二模拟对象在所述交互式应用场景中的生命值。
- 根据权利要求8所述的客户端,所述生命值更新模块,具体用于为所述第二模拟对象增加持续预置时长的防御对象,所述防御对象用于保护所述第二模拟对象。
- 根据权利要求8至11中任一项所述的客户端,若所述第一模拟对象被第一触发条件触发状态更新时,所述生命值更新模块,还用于在所述第二模拟对象的生命值存续期间,当所述第一模拟对象被第二触发条件触发状态更新时,禁止再次更新所述第二模拟对象在所述交互式应用场景中的生命值。
- 根据权利要求8至11中任一项所述的客户端,所述第一模拟对象具体为第一游戏角色,第二模拟对象具体为第二游戏角色;所述状态获取模块,具体用于获取第一游戏角色在游戏场景中的第一角色状态;所述生命值更新模块,具体用于更新所述第二游戏角色在游戏场景中的生命值;所述显示模块,具体用于按照所述第二游戏角色的生命更新指令在所述游戏场景中加载所述第二游戏角色的更新后的生命值。
- 一种计算机可读存储介质,包括指令,当其在计算机上运行时,使得计算机执行如权利要求1至7任意一项所述的方法。
- 一种终端,其特征在于,包括:存储器和处理器;其中,所述存储器用于存储程序指令;所述处理器用于通过执行所述存储器中的程序指令,实现权利要求1至7任一项所述的方法。
- 一种包括指令的计算机程序产品,当其在计算机上运行时,使得所述计算机执行权利要求1至7任意一项所述的基于模拟对象的生命值控制方法。
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